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DeadmanDines

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7th March, 2008 at 17:36:03 -

Image

Image

Animated squirrel, for a platformer.

When he's finished, his NPC should have the following behaviours:
-Spot the player when onscreen and has line of sight
-Jump down short distances to chase the player
-Screech to a halt if an edge is too high
-Possibly jump small gaps
-PROD YOU WITH THE POINTY STICK OF DOOM!!
-Twitch tail

Thoughts? I think he priddy

 
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Tim

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7th March, 2008 at 17:45:53 -

LOL!! that's awesome dines

I love how his tail moves too! hehe

 
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7th March, 2008 at 17:46:44 -

coolio!!!

i dont like his outfit

give him a robin hood hat instead!

Image Edited by the Author.

 
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-Liam-

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7th March, 2008 at 18:04:04 -

Aww, little chargin' squirril

 
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AndyUK

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7th March, 2008 at 20:05:04 -

looks nice,
But i always find if you use colours too close to each other they're barely noticeable. See the feather? when it's small you can't see the line in the middle, and the small shadow below his hand, can't see it either.

Personally I would darken any shadows and make features clearer if they're seen in a window at desktop resolution.

 
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7th March, 2008 at 20:07:32 -

his left eye also makes him look retarted lol. unless that was intentional.

 
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machrider



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7th March, 2008 at 20:27:23 -

Nice pimp hat.

 
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Deleted User
7th March, 2008 at 20:40:30 -


Originally Posted by I am AndyUK (honest)
looks nice,
But i always find if you use colours too close to each other they're barely noticeable. See the feather? when it's small you can't see the line in the middle, and the small shadow below his hand, can't see it either.

Personally I would darken any shadows and make features clearer if they're seen in a window at desktop resolution.



Mmm, it's not like the 2-bit days when all colours contrasted super well, people don't always want every object to be bright orange with black hands to stand out against the green backdrop. I don't know why I'm saying this but it looks offensive now so YOU BETTER BE HURT INSIDE.

 

Dr. James MD

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7th March, 2008 at 20:45:57 -

I like the close colours. The feather has a nice subtle effect to it.

Good anim!

 
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AndyUK

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7th March, 2008 at 22:15:02 -


Originally Posted by Is it Bill Bailey?

Originally Posted by I am AndyUK (honest)
looks nice,
But i always find if you use colours too close to each other they're barely noticeable. See the feather? when it's small you can't see the line in the middle, and the small shadow below his hand, can't see it either.

Personally I would darken any shadows and make features clearer if they're seen in a window at desktop resolution.



Mmm, it's not like the 2-bit days when all colours contrasted super well, people don't always want every object to be bright orange with black hands to stand out against the green backdrop. I don't know why I'm saying this but it looks offensive now so YOU BETTER BE HURT INSIDE.



Do you even have a point?

My suggestion is a personal preference towards pixel graphics. I'm talking about small details being noticable on the sprite itself as apposed to contrasting with the background. That would only really apply to 16 bit and beyond or the more colourful 8 bit machines.

NOW GO AND MAKE MY EDITOR!

 
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Xhunterko



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7th March, 2008 at 23:44:13 -

EHEM. Actually, i'm a bit curious as to know how you intend to simulate the intelligence you plan on giving it. That's more then just a two edge detector plan there. Are they going to have their own detector system? I'm not familiar with 'new' code principles, but i assume your using the platform object? I would probly do it this way. Make a 6 detector movement for the enemy.

Give it the top, sides, a body maybe, and two feet corner detectors. Give them all id vals and either create each one at the squirrel, or give each squirrel their own detectors at start. Then, I would make the left and right wall detectors for wall checks. And the corner feet detectors (._. the periods) edge detectors. The feet detectors would tell it to turn on edges or jump.

Or I would have an edge placer on each edge and have it check to jump that way. Then, for getting close to the player, i'd have another long detector for checking distance. That's what i would do anyway

 
All platforming problems can be mostly solved here:

http://www.clickteam.com/mbfiles2/277308-engine.zip
http://www.angelfire.com/games5/psywakd/platform.gam
www.zephni.com

These are very excellent examples by other people and are very informative.
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Klikmaster

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8th March, 2008 at 02:41:28 -

Very nice, although I would say that I think the STICK OF DOOM should move up and down as he runs

 
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AndyUK

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8th March, 2008 at 09:27:43 -


Originally Posted by Xhunterko
EHEM. Actually, i'm a bit curious as to know how you intend to simulate the intelligence you plan on giving it. That's more then just a two edge detector plan there. Are they going to have their own detector system? I'm not familiar with 'new' code principles, but i assume your using the platform object? I would probly do it this way. Make a 6 detector movement for the enemy.

Give it the top, sides, a body maybe, and two feet corner detectors. Give them all id vals and either create each one at the squirrel, or give each squirrel their own detectors at start. Then, I would make the left and right wall detectors for wall checks. And the corner feet detectors (._. the periods) edge detectors. The feet detectors would tell it to turn on edges or jump.

Or I would have an edge placer on each edge and have it check to jump that way. Then, for getting close to the player, i'd have another long detector for checking distance. That's what i would do anyway



That should be quite simple in theory,
line of sight should be possible by testing X and Y position relative to the player.

and you can use one detector for wall collisions, or even none if you're smarter than me (maybe using the collision hack Podunkian wrote an article on?)

dunno about edge detection though.

 
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Dr. James MD

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8th March, 2008 at 09:44:18 -

Small squirrel, or big squirrel?

There's only one way to settle this!

 
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http://uk.youtube.com/watch?v=j--8iXVv2_U
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Candy Cane
8th March, 2008 at 11:29:58 -

FIIIIIGGGHT!

omg it's on soon... can't wait

 
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